Shield Mods

Mundane Modifications (Shield)

These mods can be applied to any shield with the proper requirements and sufficient modpoints. They must be applied by an Armorer, Weaponsmith, Leatherworker, or Tinkerer of sufficient skill.

(Exceptional creations may require specialized tools or materials to create, and are designated with an “†” dagger.)

Load Strap

  • COST: 300 gp
  • REQ: Shield, Armorer, Weaponsmith or Leathersmith
  • MODPOINTS: 1

Straps the shield tightly onto the arm, allowing the shield hand to be used to reload ammunition. However, does not allow shield to be used with weapons with the two-handed property.


Internal Sheath

  • COST: 200 gp
  • REQ: Shield, Sword, Armorer, or Leathersmith
  • MODPOINTS: 1

A sheath inside of the shield allows the sword designed for it to be sheathed inside of the shield. This weapon can then be drawn or sheathed as a free action from the modified shield.


Bracing Spikes

  • COST: 500 gp
  • REQ: Shield, Weaponsmith or Tinkerer
  • MODPOINTS: 2

This shield can be braced into the ground, securing it in place. The wielder will choose a direction and can brace the shield as a bonus action. When braced, the shield will stand on its own, providing 3/4 cover in the direction that was designated. A small creature can use the hide action to obtain full cover behind the shield.

A character can “unbrace” the shield as a bonus action.


Spiked Shield

  • COST: 50 gp
  • REQ: Shield, Weaponsmith
  • MODPOINTS: 1

This shield has been embedded with protruding spikes, which can be used as a potent weapon, and can be used to make melee weapon attacks. A spiked shield is considered a martial melee weapon with no other properties.

A successful hit with a spiked shield deals 1d4+2 piercing damage.


Tower Shield

  • COST: 400 gp
  • REQ: Shield, Armorer or Weaponsmith, STR 16
  • MODPOINTS: 2
  • SPECIAL: Permanent upgrade, incompatible with Throw Shield modifications

A custom reworking to increase size, this tower shield has increased surface area and protection, increasing the wielder’s armor class (+1 AC). This shield is remarkably heavy, requiring STR 16 to wield it properly. Any wielder without at least 16 STR utilizing this shield attacks with disadvantage.


Throw Shield, Captain’s Throw Shield†

  • COST: 50 gp | 200 gp
  • REQ: Shield, Weaponsmith, Leathersmith, or Fletcher
  • MODPOINTS: 1
  • SPECIAL: Captain’s Throw Shield requires Runesmith

This shield has been modified with a special harness, granting it the Finesse and Thrown (range 30/60) properties. A successful hit with a throwing shield deals 1d6 bludgeoning damage.

A throw shield will land adjacent to the target in line with the thrower.

A captain’s throw shield possesses the same Finesse and Thrown (range 30/60) properties, but is engraved with a rune of returning, which causes the shield to “bounce” off of a hit target and return to the thrower.

On a critical fail, however, the captain’s throw shield will land adjacent to the target in line with the thrower.

Magical Modifications (Shield)

These mods can be applied to any shield with the proper requirements and sufficient modpoints. They must be applied by a Alchemist or Runesmith of sufficient skill.

Durability†

  • COST: 2000 gp
  • REQ: Shield, Alchemist
  • MODPOINTS: None

This weapon is chemically coated to prevent destruction and decay due to rust, acid, or other, similar means. Any attempt to break this shield requires a Strength Check DC 22 made with disadvantage.


Damage Shield Rune†

  • COST: 3000 gp
  • REQ: Shield, Runesmith
  • MODPOINTS: 1

Each Damage Shield Rune is created to give resistance to a specific damage type (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant or Thunder). The Runesmith creates the proper resistance upon application of the rune.

Shield Mods

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